Blender Question...
#1
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From: rowlett,
TX
I know that some planes just wont do this manuver well, but I have one that will.
Why would the plane not flatten out as much on one blender vs another with the same plane?
Is it entry speed, roll rate on the down line or what?
Thanks
Kirby
Why would the plane not flatten out as much on one blender vs another with the same plane?
Is it entry speed, roll rate on the down line or what?
Thanks
Kirby
#2
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From: College Station, TX
Two things come immediately to mind:
1. Is the CG the same on both planes and are they the same weight?
2. Do the control surfaces have the same amount of deflection doing this maneuver?
1. Is the CG the same on both planes and are they the same weight?
2. Do the control surfaces have the same amount of deflection doing this maneuver?
#3

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I have this same problem with one of my newer ARF's (Magic Extra 300L). I was able to do a blender a couple of times during the first 8 flights but can't seem to get it to go lately. I was thinking maybe the wind or the fuel level had something to do with it. It's possible that my CG was too far forward and I did the manuever at almost empty tank and made it work. I heard it's bad to do them at close to empty since the fuel will all gravitate away from the engine and either run lean or flame out.
I have the Chief Aircraft FunAir 3D 40 and that thing will flat spin inverted like a frisbee. Very fast rotation (2/sec), very slow decent. Maybe changing planes is causing me problems, I'm not sure.
Also the Magic I basically threw all the sticks at the same time. On the FunAir, I did it in stages since I was getting better. It could be that the Magic might need to have all the sticks thrown at once.
I'll keep trying though.
Some ideas for your questions:
-Increase all throws, especially rudder and elevator. Should be at least 45% deflectionl.
-Move CG aft little by little (1/2 inch at a time). If your CG is too far forward, the elevator throw will have less effect and not flatten out the spin enough.
I have the Chief Aircraft FunAir 3D 40 and that thing will flat spin inverted like a frisbee. Very fast rotation (2/sec), very slow decent. Maybe changing planes is causing me problems, I'm not sure.
Also the Magic I basically threw all the sticks at the same time. On the FunAir, I did it in stages since I was getting better. It could be that the Magic might need to have all the sticks thrown at once.
I'll keep trying though.
Some ideas for your questions:
-Increase all throws, especially rudder and elevator. Should be at least 45% deflectionl.
-Move CG aft little by little (1/2 inch at a time). If your CG is too far forward, the elevator throw will have less effect and not flatten out the spin enough.
#10

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ORIGINAL: kepople
Thanks for the tips guys...only one problem with the Fuel theory, ummm its an electric.
Reagrds;
Kirby
Thanks for the tips guys...only one problem with the Fuel theory, ummm its an electric.
Reagrds;
Kirby
All you can do now is move your CG back and increase your deflections. Of course then there's just flying it and getting used to it. I'm going to keep practicing on mine and I'm sure I'll find the right stick movement, CG, throws...etc.
#11
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From: Greensboro, NC
Throttle and entry speed also make a difference, as well as direction of the spin. My favorite entry is to point the nose down, 20-25%throttle or less, full right aileron. After couple of rolls to the right, slam full left aileron, full down elevator, full right rudder. Throttle to idle, then power up to make it stick. Usually (emphasis on usually), the faster the entry speed and roll, the faster the stop (or departure of the tail from the plane). The fine tuning varies from plane to plane. You can actually add too much throw, which will cause it to flop out, or not even enter correctly.
The best thing to do is burn more fuel, or in your case, convert some electrons to heat.
Steve
The best thing to do is burn more fuel, or in your case, convert some electrons to heat.
Steve
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From: Greensboro, NC
An inverted flat spin can be entered very softly, from a stall. A blender is a very very VERY violent entry (hence the name). It appears that the plane hits an invisible wall parallel to the horizon, stopping all vertical descending motion. You can do a blender right side up, but on average, most planes spin better while inverted. Hope that helps.




